Well that wasn’t so bad (and kinda fun)…I’ve got export of maps to ZIL from Trizbort working. Still need to finish up a few things with it…mostly with exporting objects in rooms…but for the most part I think the general map and navigation is working.
I’ve published a new release if you want to try it out.
If things seem to work well, I’ll do some final polishing and see how much further I can take the ZIL export.
So I started reading through the ZIL document and I realize I have a lot more to do with this…nothing too difficult but I can do more. Also gave me some ideas on how to improve Trizbort handling of rooms and objects in rooms a bit better. Maybe I’ll get some of those worked into the next release as well.
This is really awesome to read–I was wondering and hoping there would be any language worth exporting to. And there are!
Part of me wonders if ALAN might be a decent exercise on my own, in a private fork to push later, because I sort of want to contribute to that. But ZIL looks like the next logical choice & it’s exciting it’s coming together. And the issue in GitHub about a template for CodeExporter is really cool, too.
Windows-only right? Well, good show anyway. Interesting concept, map first, and then export into code. I never used an automapper before, though, and not even when playing do I make maps. If the geography is challenging I just use indented lists to track the directional links. I’d be most interested in mapping software for the purpose of creating a nice-looking map of my own games in order to print out or publish, after the design and everything is complete.
Currently yes it’s Windows only. While Trizbort has the export of code and automapper while playing, it does a decent job of creating a nice looking map as well. @AndrewS has created some nice looking ones of his games plus a some others (https://github.com/andrewschultz/trizbort-maps)
It might run under Mono, though I’ve never tried. I know a few that reported it working under an emulator or VM (though I’ve heard of a couple that have had trouble).
Nice job! I downloaded it and despite me entering a trivial bug, it’s neat to see the new options. I’ll continue to poke at it, and I like the option of having different roundedness for different rooms.
I was thinking how game maps sometimes come in spoiler-y and non-spoiler editions and how it might be convenient to have the option to hide areas/regions in Trizbort to take care of both needs at once. Map makers could set it so that this or that region is initially hidden, and people would click on something to reveal additional info.
Thanks for the suggestion…Since the maps are just exported to images or pdfs, I don’t have much control over what happens after it’s exported…I could (and I think it is a good idea) put some options in to hide regions, selected rooms, … that way it would be easier to generate the maps by the authors. There is a feature in there already to hide all text, so the general layout is available, but not room names.
BTW: I just put out another release of Trizbort. Has some bug fixes, a few small features and some very nice enhancements to the ZIL exporter thanks to @vaporware
I think Roody was referring to hiding and showing things within the editor, so a number of rooms could be flagged as “SPOILER” and not appear until the Trizbort-user hits a certain check box to show them. Then authors could release the .trizbort file for people to look at, or just use the feature to make two different images (as you mentioned).
Hooray! It was lots of fun. And I appreciate your patience as I introduced the odd regression and wrote less-than-elegant C# code. I learned a lot despite adding relatively minor fixes/features, and given that even compiling Trizbort seemed way beyond me 6 months ago, and I hadn’t even used GitHub…it’s neat to be a part of it.
Also, yell at me and not Jason if any Hugo export options don’t work. I tried to mimic what I saw in the sample code, but I bet I goofed with reserve words etc.